Patrick Curry
@patrickmcurry
@gameism @cwood The granularity of the simulation should increase with the number of observers/players. Perhaps time works the same way?
12/3/2016, 12:55:25 PM
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Patrick Curry
@patrickmcurry
@gameism @cwood The granularity of the simulation should increase with the number of observers/players. Perhaps time works the same way?
12/3/2016, 12:55:25 PM
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linkPatrick Curry
@patrickmcurry
@gameism @cwood Time is allocated to each zone (or grouping of observers) independent of each other, allowing for relativity / time warping?
12/3/2016, 12:58:04 PM
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@patrickmcurry
@gameism @cwood But my intuition is that faster moving objects would need more ticks than slower, so time should pass more quickly at C?
12/3/2016, 12:59:20 PM
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@patrickmcurry
@gameism @cwood A rocket moving at the speed of light would need to check billions more physics bounds per tick, compared to sitting still.
12/3/2016, 1:00:16 PM
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@patrickmcurry
@gameism @cwood Then again, all those calculations would take longer, so instead of dropping frames the sim is paused, slowing down time?
12/3/2016, 1:01:47 PM
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@gameism @cwood An astronaut returns from space with less time passing because it took "longer" for the sim to tick per perceived moment.
12/3/2016, 1:05:08 PM
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@gameism @cwood The astronaut experienced fewer total frames than those on earth, so she has aged less than those that had higher framerate.
12/3/2016, 1:06:50 PM
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